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What's your favorite Mage build?


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#1
Mocker22

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Ok so this topic is more about what is your favorite mage setup to play. It could either be because of power or because you just like the choices for whatever reason.

My favorite has always been Force/Blood mage. When not on nightmare I use Elemental quite a bit and this characters can really turn into the pure nuke you down kinda mage. Overall I prefer Primal though. Before the patch Primal Bloodmages with a Fenris Stagger bot were just stupid overpowered, which made the game fun at first, but nowdays I'm liking that they are toned down some. I still enjoy Primal because I think it is very versatile.

My most common mage build nowdays is something like

Bloodmage 6-7 points
Entropy - 2 (I love Horror and Hex and normally run with Anders so there ya go)
Creation 5(Dual haste baby)
Forcemage 3-4
Primal - The rest.

I've actually been leaning away from Force mage a bit too. For me it seems like spending 3-4 points just for Gravitic Ring, which as good as it is, thats expensive. My normally group will have 1-2 Petrifies, Horror, and Glyph of Para. so more CC is only neccesary on certain fights. Unshakeable is also not nearly as neccesary as it was before. If knockdown is bothering you, put on the Mage DLC gloves. There arn't many huge dps boosting mage gloves around anywhere so why not.

Anyways there's my preferences. Please share.

#2
Elhanan

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Mine from another thread (with Edit on DEX):

Personally, I have no desire to try the Blood mage specialty, and have found that a Force/ Spirit healer to be quite capable. However, I have not used the NM setting, so Immunities may alter some choices here.

Believe I went with these Attributes:

STR - no points; just items and spells.
DEX - 20-30
MGC - max
WILL - 30 at least; perhaps a few more.
CUN - 20
CON -20

The Primal tree is the only one I have completed; taking varied selections in others to fill desired spell slots. The Cold spells from Elemental, Elemental Weapons and Crushing Prison from Arcane, Healing and Heroic Aura from Creation; skipping Spirit and Entropy in my sessions. I only chose a couple of selections from Force, and a few from SH to complete the design.

Note: Being able to respec with potions was quite helpful in streamlining choices along the way. Others may be more able to help with min/max suggestions.

While not having used Spirit, Entropy, and Force magic much at all does not diminish these as viable choices; going to try the Force and Spirit trees more on my next Mage. And there seem to be several build linked to many sigs that offer recommendations on specifics including items, tactics, etc. The variety offered in building a Mage makes this my favorite class in DA2.

Enjoy!


Entropy is the only tree I may not try; am pleased with the others for increased variry offered in playthroughs.

#3
AreleX

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1. Winter's Grasp
2. Fireball
3. Rock Armor
4. Pyromancer
5. Firestorm
6. Cone of Cold
7. Force Mage specialization, Fist of the Maker
8. Telekinetic Burst, Winter's Blast (Hubert Tome)
9. Pull of the Abyss
10. Gravitic Ring
11. Apocalyptic Firestorm
12. Elemental Mastery
13. Deep Freeze
14. Blood Mage specialization, Blood Magic, Sacrifice (Ilen Tome)
15. Grim Sacrifice
16. Hemorrhage
17. Paralyzing Hemorrhage
18. Blood Slave, Blood Spatter (Emporium Tome)
19. Bloodlust
20. Edge of the Abyss (Elixir of Heroism)
21. Grave Robber
22. One Foot In
23. Gravitic Sphere
24. Elemental Weapons
25. Arcane Shield
26. Elemental Shield

i love the elemental tree, you can invest in just about everything fully (fireball is a bit iffy) and not worry that it's a waste.

gravitic ring and pull of the abyss are two of my favorite abilities, it's like leading the lambs to the slaughter; herd them together and then throw out a firestorm for instant mob wipes.

the patch made blood magic a lot more fun, and now, i would say that it sits comfortably as the best mage tree, with force at a close second off the strength of gravitic and pull alone. spirit healer does not exist to me.

check the link in my signature if you want to give it a try

#4
AreleX

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Elhanan wrote...


Entropy is the only tree I may not try; am pleased with the others for increased variry offered in playthroughs.


entropy isn't so great, it's not so much a tree you go deep into, but rather, a tree you might grab one or two things from.

hex of torment is very good, and comes at the cost of only a single point. the upgrade (death hex) does have a very nice property (guaranteed criticals), but it comes at a very steep investment in a largely lackluster skillset. additionally, with the patch, enemies won't really have the hp to warrant it. a solid alternative is simply a mage with upgraded heroic aura (+10% crit chance), and a rogue with brand (+25% crit chance for warriors and mages). this, coupled with haste and focus fire, should be more than enough to deal with pretty much anything that comes your way.

horror is pretty good, it's a nice panic button for elite+ enemies. if you're quick, it can also be helpful for the assassins that stealth immediately after spawning. the upgrade is still bugged, i believe, and doesn't apply the DOT properly.

i feel that misdirection hex is a waste, because i am of the 'why make an enemy miss when you can make it dead' mindset.

sleep isn't as godlike as it was in origins, and i don't feel it's worth taking

entropic cloud could've been awesome, but just ended up being a waste. it has an insanely long cast time, some of its properties aren't guaranteed, and it can deal friendly fire damage.

overall, i think building a mage based around entropy is an exercise in futility, but there are some abilities you can grab that are good.

#5
mr_afk

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My favourite mage build is a spirit crit-mage. I've used and enjoyed both a bloodmage/forcemage and just a forcemage (no bloodmagic and just the spirit healer spec passive)

There's nothing more satisfying then clustering a group of enemies with pull of abyss then blowing them all sky-high with a walking bomb. (so I like the forcemage tree as well). The only slightly annoying thing is aiming the damn thing, as a no-pause targeting is liable to walking bomb the enemy right in front of you instead.

Spirit bolt is great for single-target CC and just adding to your general dps (has such a short cooldown you can just fire away at will). When used as a CCC you can get into the 1000s which is nice, especially in setups where disorients are rather common.
Death syphon is great for non-bloodmages providing all the healing and mana regen necessary for zero con zero will build.
Spirit mastery is mainly for its boost to critical chance, though i won't say no to the increased spirit staff dps and spirit bolt damage.

The only thing i'm iffy about is dispel. It's useful in certain fights such as xebenkeck- if you play it solo; but who does that besides thendcomes? haha
In a party setup I personally find it easier to just kill any enemy before they can even swirl their aura into existence, so dispel has limited usefulness.


The main issue about focusing on the spirit tree however is that when fighting spirit immunes you realise you're slightly gimped damage-wise. So that's why you have to invest in other trees. It would make the most sense to go into the primal tree (as spirit immunes are almost always weak to electricity, you can't go wrong with petrify and stone fist CCCs will be pretty good in conjunction with all the disorients floating around) but i personally prefer the elemental tree and leave the primal to merrill or anders.
Firestorms are a tad boring, but it is slightly satisfying to rain down triple firestorms on hapless enemies (overkill much?).
Freezing people is also good fun- the brittles add quite a bit to a crit-mages dps (+50% crit damage) and allow CCCs to be carried out.

And that doesn't leave me with much points as haste/heroic aura is obviously a must. I'm thinking of working out a new spirit crit-bloodmage/forcemage build but it'll be hard to find the points to spare into bloodmagic- also, bloodmagic is annoying in that it forces you to pump con/waste the potential of death syphon. Ah well.

Modifié par mr_afk, 28 août 2011 - 06:46 .


#6
thendcomes

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LOL Dispel does have its merits, but you shouldn't take it unless you're heading to Spirit Mastery. You need to spend 7 points somewhere - is Corrosive Walking Bomb more useful? Death Syphon upgrade is probably not very useful for a Blood Mage. Casting it on the commander before AOE can actually be a good habit to pick up, since that aura decreases damage taken by 50%.

#7
Mocker22

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Man a minimum of 2 mages in every party and it's still hard to get everything you want lol.

The hardest thing for me with mage Hawkes is that I do really like BM and FM, and Haste is a near must for anyone able to get it. Just doesn't leave you with many points.

Recent playthroughs have helped me narrow stuff down a lot. I'm starting to lean away from Walking bomb, maybe because I just am more capable of using Firestorms effectively *shrug*. There are so many other good disorient CCCs too. Big fan of using Pinning Shot and either Spirirt Bolt or Stonefist. Great in your face dps to pesky archers.

#8
Elhanan

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I used a respec to try some of the Force Magic a little more, as I am already somewhat familiar with Elemental and Primal tiers. Kinda sweet watching what appears to be Hawke flushing the flotsam of Kirkwall in a gigantic pool of electricity and fire.

But I have never used BM or Haste myself. While I could see that Haste might be important in solo, it just does not thrill me since my session use in DAO. Being able to slow the enemy to a crawl is enough for now, at least.

#9
Mocker22

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Upgraded Haste is possibly the best single abilitity mages have in DA2. Haste + fcused ranged fire drops baddies reaaalllyy fast. I never used to use it myself and now I never want to be without. I' really recomend trying it.